﻿using UnityEngine;
using System.Collections;

[System.Serializable]
public class Boundary{
	public float xMin, xMax, zMin, zMax;
}

public class PlayerController : MonoBehaviour {
	public float speed, tilt;
	public Boundary boundary;
	
	public GameObject shot;
	public Transform shotSpawn;	
	public float fireRate;
	
	private float nextFire;
	
	void Update(){
		//Instantiate(GameObject, Position, Rotation);
		//Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
		
		if(Input.GetButton("Fire1") && Time.time > nextFire)
		{
			nextFire = Time.time + fireRate;
			Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
			audio.Play();
		}
	}
	
	void FixedUpdate(){
		float moveHorizontal = Input.GetAxis("Horizontal");
		float moveVertical = Input.GetAxis("Vertical");
		Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
		
		rigidbody.velocity = movement * speed;
		
		rigidbody.position = new Vector3(
			Mathf.Clamp(rigidbody.position.x, boundary.xMin, boundary.xMax),
			0.0f,
			Mathf.Clamp(rigidbody.position.z, boundary.zMin, boundary.zMax)
		);
		
		rigidbody.rotation = Quaternion.Euler(	0.0f,	0.0f,	rigidbody.velocity.x * -tilt);
	}
}
